;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows farmers (Impr. Ag.) to improve farmland.
^Increases the effect of chapels.
^Increases the effect of churches.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Can infiltrate past non-allied units.
^Can make attacks from on board ship.
^Cannot Bombard.
^Can shoot the Beaver!
^May be lost at sea (1:15 chance, reduced further by Impr. Hulls && Adv. Naval Arch.)
^Siege-capable.
^Can carry many Privateersmen.
^Can make sudden descents on ungarrisoned towns.
^Treats all squares as road squares.
^Defense +100% versus units with a movement factor of 2.
^Conscripted for free under Revolutionary Government.
^Can be Hunted for valuable pelts and skins!
^Defense +100% versus Privateersmen.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
The principal home of the Sovereign and also usually the centre of your Government,
the Royal Court acts to centralise power and eliminate local aristocratic factionalism. 
Such factionalism and disobedience to the laws of Central Government increases in 
provinces and cities, the more remote from the centre of power they are. However, the 
introduction of Magistrates' Courts in such remote provinces spreads the centralising 
power of the State and enforces the State's Laws.

@;Barracks
@PEDIAIMPROVE2
Requires Military Theory. Allows all professionally-officered units 
produced in the city to be trained to high standards before first seeing action.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
One discontented Catholic is made content, two in the countries swept by the
Counter-Reformation.

@;Marketplace
@PEDIAIMPROVE5
The Customs and Excise duties on imported and luxury goods 
were one of the earliest and most easily-raised forms of early
State taxation. Increases tax income and the effect of luxuries
(due to their new rarity) by half again.

@;Library
@PEDIAIMPROVE6
An increasing feature of European life since the Fourteenth Century, Universities 
have become somewhat backward-looking. Their academic traditions are important, but
the revolution of Scientific Rationalism in the Eighteenth century would be needed 
to refresh and re-inspire their traditions. Increases learning in the city by half again.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by half. Makes one citizen of a Republic (which experiences no
corruption, amazingly) happy. 

@;City Walls
@PEDIAIMPROVE8
Civilian casualties are prevented if city garrisons are defeated in combat.

@;Aqueduct
@PEDIAIMPROVE9
Allows a settlement to increase beyond size 4 and become a recognised town.

@;Bank
@PEDIAIMPROVE10
The fledgeling merchant community begins to organise and
modernise, and the Chambers of Commerce act to promote their
interests and to reconcile them to the State taxation and fiscal
apparatus. Increases tax income and luxury output by an
additional half again (cumulative w/ Excise Duties).

@;Cathedral
@PEDIAIMPROVE11
Significant to Catholics and Protestants alike (especially the
Lutherians), these massive edifices were mostly built in 
Mediaeval times. However, even after the Renaissance new ones 
were sometimes undertaken, at a huge cost. Makes four 
unhappy Christians content.

@;University
@PEDIAIMPROVE12
Fired by the Age of Reason, Academies can significantly accelerate
science and increase learning by an additional half again 
(cumulative w/ University).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Four unhappy Christians are made content. Only buildable by Protestant
Nations, but if a Catholic Power conquers a Protestant community and 
permits their Church to remain active, the calming effect will remain.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by half again.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional half again
(cumulative with Cannon Foundries).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases output of Iron Foundries by half again as deep mining and the movement 
of large quantities of water is now much easier, particularly in cities without 
nearby rivers.

@;Hydro Plant
@PEDIAIMPROVE20
Increases output of Iron Foundries by half again, due to the easier transport 
of raw materials around the city. Requires a river nearby to provide sufficient 
water. 

@;Nuclear Plant
@PEDIAIMPROVE21
Increases industrial output by half again.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
half again (cumulative with Marketplace and Bank for a grand
total of 1half again).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 8.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce half again more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce half again more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional half again
(cumulative with Library and University for a
grand total of 1half again).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by half again.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
For Dutch only, prevents unhappiness caused by troops away from city.

@;Port Facility
@PEDIAIMPROVE34
Not available in this scenario

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city, three in the
Capital, due to the semi-religious awe with which the
people come to regard their King. The aristocracy, 
rather than staying at home and perhaps causing trouble
and rebellion, find they need to become courtiers if
they are to retain and advance their influence.

The massive cost of such ostentatious luxury only 
gradually sinks in.....

@;Colossus
@PEDIAIMPROVE41
The Exchange produces extra trade in each square that
already produces some, due to the massive boost given to 
wealth and endeavour by the free flow of Capital.

@;Lighthouse
@PEDIAIMPROVE42
Ships can move across oceans without danger of sinking on 
uncharted reefs thanks to the marvellous new charts produced 
by the Hydrographic Office. They also have their movement rate
increased by one. 

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
^..."Nobody expects the Spanish Inquistion! Our main weapon is 
^Fear.........Fear and Surprise....Our two main weapons are Fear 
^and Surprise....and a fanatical devotion to the Pope.....Our three
^main weapons.....I'll come in again."...

Doubles the effect of all of your chapels, as many Jews 
and Muslims hasten to convert before they are sent to the stake...
or have to listen to any more Monty Python.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

The Swedish King's revolution in military battlefield 
tactics and nationalistic recruitment policies took 
Europe by storm, and it was a long time before the next
developments in military technology allowed other nations
to catch up...

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield", as the multiplier effect of sitting at
the hub of a network of Canals and roads stimulates the
economy of the area.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
Your missionaries are tasked to spread the Word of God to 
the heathen natives. In the process, they learn much of the 
local culture and politics. Effectively, an embassy with each 
native civilization.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
In the countries where they evangelised, the teachings of the 
passionate Calvinist preachers largely replaced the hierarchy and 
institutions of the established Church. The local congregations, 
in their simple meeting halls, did not seem to need the formality of 
the High Church, with their Archbishops and ornate Cathedrals.  

Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
This university was the finest in England at this time, and 
doubles science output of Cambridge.

@;Magellan's Expedition
@PEDIAIMPROVE51
The skilfull designs of the Dutch shipwrights, starting with 
their swift and cheaply-built "Fluytes", gave them a big advantage
in the mid-17th century. Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in Amsterdam are content, supporting fully 
the attempts of their army to forge an Overseas Empire.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
This famous treaty, negotiated by Henri IV of France with his 
Huguenot (Protestant) subjects, allowed tolerance of forms of 
worship other than the Catholicism advocated by the state.

A future, less tolerant King of France, might revoke this 
dispensation at a moment's notice. There is no telling what 
religious conflict and social unrest that might spark....

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of the city in which it is first established,
as the greatest minds of Europe flock there to exchange ideas.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two immediate civilization advances, on the assimilation of 
the new knowledge acquired in the New World.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first establish a professional Corps of Diplomats, every 
Nation's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other nations are also quicker to forget your
past transgressions.

The advent of popular revolutions and total war make these old-style 
diplomatic manoevrings obsolete....

@;Hoover Dam
@PEDIAIMPROVE61
Acts as a Municipal Canal in each city of your nation, with consequently easier 
transport of raw materials and finished goods. But the effort of building the 
system is a large one! You must have researched and built Cannon Foundries before 
this wonder takes effect. It saves you building Municipal Canals in each of your cities, 
and has the advantage that cities without rivers still benefit.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a City Watch in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war half again of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy English citizen in each city, as the partnership
of Royal Prerogative and Parliamentary Priviledge seems to have 
the effect of a constitutional guarantee of freedoms and rights 
for the varied interests within the Kingdom.

However, determined autocracy by the King, or rebellious mutterings
by prominent citizens within or without Parliament, could break 
the ancient but unwritten contract for ever....

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Government: Revolutionary
^UNIT SUPPORT
No free support for units, EXCEPT for the Citizen-Soldier militia,
which can be raised cheaply and maintained for free.
^
^HAPPINESS
In Revolutionary times, NO CITIZEN IS EVER ALLOWED TO BE UNHAPPY!
Or they are guillotined.....
^
^CORRUPTION AND WASTE
Revolutions have a LOW rate of corruption.
However, they the special disadvantage that
all scientific endeavour id almost abandoned in the chaos.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Churches etc.)
are taxed by the atheistic State for every member of their congregation.  
Under a Revolutionary State, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Revolution eliminates all happiness problems and provides
an excellent revenue as the aristos' estates are confiscated and the Church 
heavily taxed. Large and enthusiatic, if somewhat inexpert armies are easy to 
raise and support. Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!




















